Devil Fruit User (5e Class)
From D&D Wiki
Work In Progress |
Devil Fruit User[edit]
“ | On the Blue Sea below, there are a class of people called "pirates"... they are criminals who sail the seas in search of plunder. These people fly a black flag with a skull atop their ship's mast. | ” |
—Gan Fall speaking to the Straw Hat Crew. |
A pirate is, broadly speaking, any professional criminal that operates wholly or partially on the world's seas, especially people conducting robbery by ship. In most, if not all, cases they lead or belong to a group of like-minded criminals, known as a crew. Though not the only existing type of criminal, pirates appear to comprise most of the world's significant bounty heads, and—with the possible exception of the Revolutionary Army—constitute the strongest opposition to the authority of the World Government and Marines.
The (stereo)typical pirate is greedy, violent, and ruthless, willing to hurt anyone and destroy anything to gain what they want—be it treasure, power, or even personal amusement. For this reason, it is not uncommon for civilians to fear and detest pirates on principle, even if they have never personally met any.
Creating a One Piece Pirate[edit]
The New Era of the Most Notorious, The Worst Generation! |
- Quick Build
You can make a One Piece Pirate quickly by following these suggestions. First, Constitution or Strength should be your highest ability score, followed by Wisdom. Second, choose the Sailor background.
Class Features
As a One Piece Pirate you gain the following class features.
- Hit Points
Hit Dice: 1d10 per One Piece Pirate level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per One Piece Pirate level after 1st
- Proficiencies
Armor: Light armor;
Weapons: Simple weapons, shortswords;
Tools: Choose one between: Thieves' tools, Cook's utensils, Navigator's tools, Tinker's tools, Carpenter's tools, and Water Vehicles
Saving Throws: Strength or Constitution, Wisdom
Skills: Choose three between Athletics, Acrobatics, Sleight of Hand, Stealth, History, Investigation, Medicine, Survival, Deception, Intimidation
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A shortsword or (b) two simple weapons or (c) leather armor
- (a) a set of Thieves' tools or (b) a set of Navigator's Tools
- If you are using starting wealth, you have 5d4 x 10gp in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Unarmored Defense Grand Line |
2nd | +2 | Extra Attack |
3rd | +2 | — |
4th | +2 | Ability Score Improvement, Busoshoku Haki(feat) |
5th | +3 | Extra Attack |
6th | +3 | Kenbunshoku Haki(feat) |
7th | +3 | Conqueror's Haki(feat) |
8th | +3 | Ability Score Improvement, Extra Attack |
9th | +4 | Busoshoku Haki avançado (5e feat) |
10th | +4 | Kenbunshoku Haki Avançado (5e Feat) |
11th | +4 | Extra Attack |
12th | +4 | Ability Score Improvement |
13th | +5 | — |
14th | +5 | Extra Attack |
15th | +5 | — |
16th | +5 | Ability Score Improvement |
17th | +6 | Extra Attack |
18th | +6 | — |
19th | +6 | Ability Score Improvement |
20th | +6 | Extra Attack |
Unarmored Defense[edit]
At 1st level, your finesse in dodging or outright taking attacks without injury outweighs the benefit of being weighed down by armor. While not wearing armor or wielding a shield, your AC equals 10 + your Constitution modifier + your Proficiency bonus.
Haki[edit]
By using haki in this class you can use the feats without quantity restrictions.
Grand Line[edit]
At 1st level, you choose between two different "lines" of focus to hone during your journey, all detailed under Grand Lines
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack[edit]
Starting at 2nd, 5th level and 8th level, you can attack more often. The number of attacks increases to four at 11th level and five at 16th level and 6 at the last.
Grand Lines[edit]
All pirates follow one of many focus paths. When you choose one of the subclasses, you gain its Unique Abilities, listed at the bottom of the path description, which act like any other ability of the class. Features that require a form of upkeep at the end of each of your turns, such as loss of hit points, loss of stamina, end immediately if you fall unconscious.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the One Piece Pirate class, you must meet these prerequisites: None
Proficiencies. When you multiclass into the One Piece Pirate class, you gain the following proficiencies: None
Back to Main Page → 5e Homebrew → Classes